korrode Report post Posted February 24, 2010 (On the test server) The entry to the crypt in Ruins of Tirnym (map4f.elm) (crypt at ~98,51) doesn't seen to be enter-able. cont2map2_insides @ ~90,24 small bug mapunderworld1 @ ~105,120 Walkable tiles needs fixing up a bit. a couple on map5nf_insides @ ~62,165 door obscured benches overlapping (flickers when camera moves) Share this post Link to post Share on other sites
vegeTTo Report post Posted February 24, 2010 Hi! That's a bug? :S http://www.youtube.com/watch?v=AJxnz_1hCnM Share this post Link to post Share on other sites
wage Report post Posted February 24, 2010 Hi!That's a bug? :S http://www.youtube.com/watch?v=AJxnz_1hCnM Check your settings. I think you're on the main server (you can see the bot in the background, which isn't there on test). Works for me on the test server. Sort of... I don't fall through the floor like in the vid, but I can't enter TG sto either: "Go to the doorstep and then click on the door to get inside". Problem is, I can't get any closer to the door than in the image. The mouse cursor does turn into a door icon this time. If you turn the camera to look into the house, you can guess where the old storage walls must have been. You can see the doorstep, the vines, books, barrels and crates. Also I noticed that the mouse cursor turns into a door for the whole building, not just the door. Share this post Link to post Share on other sites
KorsaN Report post Posted February 24, 2010 (edited) seems two bugs from main server @ votd flower shop Edited February 24, 2010 by KorsaN Share this post Link to post Share on other sites
wage Report post Posted February 24, 2010 (edited) Minor thing again, here a door gets eaten by a wall. This is in the kitchen of the Last Punch Tavern & Inn in WSC. After you enter the kitchen through the door behind the counter, it's gone when you turn around. In the image below, I should be facing the kitchen exit. Again, if you turn the camera to see the other side of the door, you can see the door and leave. Also, in front of the tavern, the tavern sign is stuck in the door WSC [84,685] Edited February 24, 2010 by wage Share this post Link to post Share on other sites
Maxine Report post Posted February 24, 2010 The tavern in Lakeside (WS) has no sign at all, noticed it on main and verified it on test. Share this post Link to post Share on other sites
The_Piper Report post Posted February 24, 2010 (edited) FEATURES += ITEM_LIST This should be ITEM_LISTS, i guess. Well, at least i can already log on Piper Edit: (On Test server) A logical error: The door of the NC storage outside is 2 times bigger than the door inside. The sign of the Portland Magic Apple Tavern & Inn sticks through the roof (179,108) The door in the hut in Grubani does not show the door cursor, only when you move the cursor over the frame of the door, you can see (and leave the hut) door cursor. "You are in Grubani Peninsula [66,41] (inside) and "You are in Grubani Peninsula [18,247] just in front of the hut. Same at the Omiomlor Meeting Hut, You are in Grubani Peninsula - Omlinor [289,87] And there seems to be a typo: Omiomlor Meeting hut - Omlinor Same at the hut at 292,76 (It seems like nobody is here), can't click on the door, only on the door frame. While the door in the hut which says "Just some old books in here" works fine. Logical error: The house in Portland [95,56] has a 2nd door inside, which would just lead to the city wall. Edited February 25, 2010 by The_Piper Share this post Link to post Share on other sites
marack Report post Posted February 25, 2010 (edited) More door bugs on MM Map (main server) This one is in the MM fort tavern. I'm stuck and need to tele out from here! Note the multiple EDITs below...MM Map seems to be the worst for this door bug EDIT: there are more buildings, including the general store, within the MM fort that have the same 'door' bug. You can go in but can't exit. The Gen/Tavern floors have terrible floor flicker as well. EDIT: the three tribal buildings (You are in Morcraven Marsh [138,267]) have same 'door' bug...you can enter but can not exit. EDIT: MM Blacksmith's has same door bug...can enter but can't exit. EDIT: Note the above main server bugs do not appear to be present on the test server therefore are NOT bugs Edited February 25, 2010 by marack Share this post Link to post Share on other sites
Roja Report post Posted February 25, 2010 Marack, please read the instructions...test the doors on the TEST SERVER, if they still don't work THEN they're a bug... Share this post Link to post Share on other sites
marack Report post Posted February 25, 2010 (edited) Marack, please read the instructions...test the doors on the TEST SERVER, if they still don't work THEN they're a bug... I went to the Test Server and the door bugs are NOT present. However, the bad floor flicker remains for the MM tavern and general store within the fort. Sorry about that...I'll update my previous post. More door bugs on MM Map (main server) This one is in the MM fort tavern. I'm stuck and need to tele out from here! Note the multiple EDITs below...MM Map seems to be the worst for this door bug EDIT: there are more buildings, including the general store, within the MM fort that have the same 'door' bug. You can go in but can't exit. The Gen/Tavern floors have terrible floor flicker as well. EDIT: the three tribal buildings (You are in Morcraven Marsh [138,267]) have same 'door' bug...you can enter but can not exit. EDIT: In 'Battle Hall' some interior doors only work 'one-way'. EDIT: MM Blacksmith's has same door bug...can enter but can't exit. Edited February 25, 2010 by marack Share this post Link to post Share on other sites
bugabear Report post Posted February 25, 2010 When I am on my tab map I can right click and it makes a yellow X. if you type and press enter it will set it as a map marker. In this case it came out black rather than the normal green. Older looking dock and feet are under/in the dock~ Portland The boat is missing :~( And I know I have reflections turned on but I'm not seeing them :~S Hope this helps. Many thanks for all the hard work by everyone involved :~) ~bug Share this post Link to post Share on other sites
asgnny Report post Posted February 25, 2010 (edited) I'm using a cvs compile for my 64 bit linux system. When moving (either stepping or rotating in place), stdout (which is spit out in the console window from which EL is started) is spammed with messages like the following (one such message per step or rotation): CMD: 23 at 0...591---------> DOING: 23 -----------[23-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-] 596, rot: 0 The above was output from one step: (from) You are in Glacmor - Wave Neck [79,355] (to) You are in Glacmor - Wave Neck [80,354] Similarly, rotating in place in VotD (on the test server, and where I have no map markers) yields the following: CMD: 15 at 0...7337---------> DOING: 15 -----------[15-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-] 7345, rot: 0 I can avoid seeing this by sending ( > ) stdout to /dev/null, however I can feel the stuttering/sluggishness caused by processing whatever it is outputting these messages. Another linux user confirmed the same phenomenon. I'd be happy to move this post to another thread, if more applicable. This may just be the result of extra debugging info in cvs - I'm not quite sure. Edit: Pula's Tavern on Isla Prima (on the test server) Exiting from inside drops out at: You are in Isla Prima [58,124] This is on the side of the tavern, sort of an illogical spot. Location of the door is: You are in Isla Prima [66,134]. I'd think the exit would be closer to here. Edited February 25, 2010 by asgnny Share this post Link to post Share on other sites
korrode Report post Posted February 25, 2010 Another linux user confirmed the same phenomenon. I can confirm it as well, and also had concerns about the performance impact. I just figured it was debugging that'd been intentionally, temporarily left on. Share this post Link to post Share on other sites
Fedora Report post Posted February 25, 2010 I'm using a cvs compile for my 64 bit linux system. When moving (either stepping or rotating in place), stdout (which is spit out in the console window from which EL is started) is spammed with messages like the following (one such message per step or rotation):CMD: 23 at 0...591---------> DOING: 23 -----------[23-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-] 596, rot: 0 The above was output from one step: (from) You are in Glacmor - Wave Neck [79,355] (to) You are in Glacmor - Wave Neck [80,354] Ehm...yes, those are debugging messages for the new attached actors features (fight and range on horse). Will be removed (as the "Emote Command" console message) just before the update. Share this post Link to post Share on other sites
korrode Report post Posted February 25, 2010 All around mapportalroom (c1 portals) there's ledges that don't appear to have a top and u can only see the side closest to the camera... idk exactly if it's a bug, but looks weird. Share this post Link to post Share on other sites
asgnny Report post Posted February 25, 2010 AA Storage, the brown fur/rug is cut off on the west side. Approx location: You are in Inside a building [28,31] map hash: e45a90e9c5c2c443a85a52d14322b3e9 ./maps/cont2map12_insides.elm I can grab a screenie later if desired. I see this issue both on main and test. Share this post Link to post Share on other sites
marack Report post Posted February 26, 2010 IDAL Map - Wall missing top Share this post Link to post Share on other sites
asgnny Report post Posted February 26, 2010 AA Storage, the brown fur/rug is cut off on the west side. Approx location: You are in Inside a building [28,31] map hash: e45a90e9c5c2c443a85a52d14322b3e9 ./maps/cont2map12_insides.elm I can grab a screenie later if desired. I see this issue both on main and test. You are in Inside a building [29,33] e45a90e9c5c2c443a85a52d14322b3e9 ./maps/cont2map12_insides.elm Notable issues: Fur rug on the floor is cut off on the west side ("down" in this screenshot) Steel two edged sword clips through the bookshelf (top left) Silver ore clips through the bookshelf (top center) Share this post Link to post Share on other sites
WolfWitch Report post Posted February 26, 2010 In Whitestone 497 381, you can walk inside the tree (on test server) checked other trees surrounding and those were fine Share this post Link to post Share on other sites
Hubi Report post Posted February 26, 2010 On the test server on Isla Prima, if you leave Pula's Tavern, you end up behind it in position [58,124] Welcome to Pula's TavernYou are in Isla Prima Insides - Pula's Tavern [18,13] You are in Isla Prima [58,124] Welcome to Pula's Tavern You are in Isla Prima Insides - Pula's Tavern [18,13] You are in Isla Prima [58,124] Welcome to Pula's Tavern You are in Isla Prima Insides - Pula's Tavern [18,13] You are in Isla Prima [58,124] Share this post Link to post Share on other sites
Quesar Report post Posted February 26, 2010 You stand on the surface of the water instead of in it here. Also in this same cave, there is flickering on the stairs by the exit. Share this post Link to post Share on other sites
Quesar Report post Posted February 27, 2010 Spots in thelinor cut off grass, flickers same spot from another angle looks right rock invisible from this side visible from this side line going across another invis rock, again visible from the other side (2nd screenshot omitted) Willowvine spots door is hidden inside the wall, sticks out a little door is hidden inside wall door is inside wall, setting the angle lets you see the door and still get in Zirakinbar The grass is floating in the air here Share this post Link to post Share on other sites
Quesar Report post Posted February 27, 2010 I noticed the filesize for instance_mountain.elm.gz was significantly smaller than my copy from the backed up folder. Since there was a problem with that file last time, I asked asgnny to take me there tonight on test to check it. We found that the map seemed incomplete. It seemed to be redone, but no vegetation added, no smoothing of changes from one ground surface to another, etc, etc. I think this means people should not do the mountain instance (80-100) with the test client, is that correct? Is it ok to just remove the new mountain elm file and replace it with the old? Share this post Link to post Share on other sites
Entropy Report post Posted February 27, 2010 I don't think the old one will work, since the path to the artwork changed. So when you do the instances, try to play from the backup folder (and also make sure to change the data dir). Share this post Link to post Share on other sites
Tico Report post Posted February 28, 2010 (edited) Not sure is this is a bug, im posting just to let redu/roja aware of that (if they doesnt knows already) when you turn the camera, the shadow moves... did a fast search looking for shadow bug related stuff but didnt see anything alike. Edited February 28, 2010 by Tico Share this post Link to post Share on other sites